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Stellaris Dev Diary #69: Beyond Utopia

Hello everyone and welcome to another Stellaris development diary. Today's dev diary is going to briefly cover our plans for future Stellaris updates, and what you can expect from us going forward.

The Adams Update
With Utopia and Banks now out, the next thing we have planned for you is the 1.6 'Adams' update. This update, named after Douglas Adams, is going to focus completely on bug fixing and quality of life changes, with no major feature additions and no accompanying paid DLC. Work on 1.6 actually started almost immediately after Banks/Utopia went into code freeze, and it already contains hundreds of bug fixes and usability/UI additions and tweaks. A particular focus of Adams has been to work on our backlog of old issues, taking care of many of the smaller issues and annoyances that have been present in the game since release. We've also made time for some of the things that were originally planned for Banks, but had to be cut due to time constraints. While I can't give you an exact release date for Adams yet, I can say that you shouldn't have to wait too long.

Beyond Utopia
Back in Dev Diary #50, I listed a number of priorities for us going forward from Heinlein/Leviathans. A number of these things have since been added to the game, so I'm going to go ahead and list it again to give you an idea of where our focus will lie in future updates, expansions and story packs, with the items that are already completed noted with a strikethrough. The list is NOT in order of priority, and something being crossed out does NOT mean we aren't going to continue to improve on it in future updates, just that we consider it to be at a satisfactory level.

As before, THIS IS NOT AN EXHAUSTIVE OR FINAL LIST, AND NOTHING BELOW IS CERTAIN TO HAPPEN (unless it already did)!
  • Ship appearance that differs for each empire, so no two empires' ships look exactly the same.
  • More potential for empire customization, ability to build competitive 'tall' empires.
  • Global food that can be shared between planets.
  • Ability to construct space habitats and ringworlds.
  • Factions that are proper interest groups with specific likes and dislikes and the potential to be a benefit to an empire instead of just being rebels.
  • Ability to set rights and obligations for particular species in your empire.
  • Deeper Federations that start out as loose alliances and can eventually be turned into single states through diplomatic manuevering.
  • Superweapons and planet killers.
  • More story events and reactive narratives that give a sense of an unfolding story as you play.
  • More interesting mechanics for pre-FTL civilizations.
  • A 'galactic community' with interstellar politics and a 'space UN'.
  • Buildable Dreadnoughts and Titans.
  • Reworking the endgame crises to be more balanced against each other and the size/state of the galaxy.
  • Reworks to war to address the 'doomstacks' issue and make the strategic and tactical layers of warfare more interesting and less micro-intensive.
  • Deeper mechanics and unique portraits for synthetics.

With Utopia and Banks, we decided that rather than divide our focus, it was better to have the update and expansion focus almost exclusively on empire customization and internal politics, and this is the policy we intend to continue with for future expansions. As always, I can't tell you specifically what the next expansion, update or story pack is going to be about, but the above list should at least give you some ideas of where you can expect Stellaris to go in the future.

That's all for today! Next week we'll start going into specifics of the 1.6 'Adams' update so until then, I leave you with this picture of some of the free graphical content coming in Adams:
2017_04_20_1.png
 
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  • Superweapons and planet killers.
  • Buildable Dreadnoughts and Titans.
Actually I find these two most exciting.
  • So will the superweapons include an AoE weapon to deal with doomstacks? e.g. A planetary weapon that fires using a lot of energy credits and does X damage to a certain area when the "shot" has traveled there?Or will this "just" be an anti planet weapon?
  • Will the dreadnought be "class 5" and the Titan a unique flagship or simply 2 new larger classes?
  • Will there be more flexibility in the ship design? i.e. choosing the type of slots freely according to certain restrictions (total space)? -> a perk / tradition could allow for extra slots
 
I didn't say it isn't doable. I say it didn't really fit gameplay-wise, and "lore-wise". To begin with genemoding really imply that you're supposed tweak species differently it different places. But with PF you have to do it at once (and if you mess it up - like with colony ships, you're in trouble). Not only it severely reduce the benefits of this method, it cost a huge amount of Science to do so. Not to mention that Bio-paths techs can cause a havoc in xenophobe empire.
For a synth path - it does feel like something PF would do, but policies related to synth and their rights (or, i must say, an inability to differentiate between homemade and xeno synths) is a major roadblock here.
Well, i always genemodded whole species at once (to avoid micro). Colony ships etc is an oversight i hope, you have to take it into account in any case.

Synth path sets rights automatically upon completion, so you do not really need to be materialist to do that.
 
It's good, that V1.6 doesn't get an other paid DLC and that it's entirely focused on QoL-stuff + bug-fixes, but nevertheless, I have to wait again ! - idle-modus.
 
Hi Wiz! Nice work on banks and utopia, pretty great stuff even if there still are some links to file out.

My personal per pieve ( other than pug portraits):
Make it at least be possible to build colony ships and constructors in habitats. After all transport ships do appear too if you build army's there.
It really bugs me that i cant terraform with habitats since those are kind of Gaia world's for everyone and have all the special planet type people.
 
Am i the only one hoping that at some point during the future we will see this :
"Reworks to war to address the 'doomstacks' issue and make the strategic and tactical layers of warfare more interesting and less micro-intensive."
along with this
"Reworks to planetary invasions, transport ships, armies, planetary defences, to make the strategic and tactical layers more interesting"
??
 
Deeper diplomacy, ui fixes there. Sometimes it isn't apparent what deal is being offered, nor can I personally ask for an empire to open their borders or a more natural way for me to respond to border closures with my own that doesn't just give a negative, it makes no sense that a xenophobe would be sad that I am mirroring their action in closing borders, they should be happy.

Also need a way to directly build into fleets, without this horrible rally system that prioritises based on distance.

Also really wish the galaxy map was the "default view" and not some random star system. It triggers me all the time that there is a giant "close galaxy map" button at the bottom of my screen. Why would I want to be sent back to a system unless there was something specific to address? It's like EU defaulting me to a separate province map and me having to go out of my way to open the earth map. Majority of decision making and 'stuff i need to see' is on the galaxy map, remove that big button please.
 
@Wiz With the mod community person being moved to another project for a while, will we see some mod love? No big changes but some of the hardcoded stuff could really use some hooks (like on_terraform_finish on_action) pretty please? <3

This patch would be the perfect time to quickly put in some more mod freedom I think
 
Space UN sounds rather goofy, with the game already having Federations. How would that Space UN come to be, how would it enforce its authority?

Imo it'd ruin that wild west lawless borderlands feel, that the galaxy has no ultimate authority unless Federation/Domination/Vassalize Everything Victories happen.

Deeper Federation mechanics sounds great, though.
 
- A lot of triggers depend on scanning planets and when you exchange star charts you lose this trigger which can screw up things. (Precursor chain). Getting star charts curtently is a very bad thing to do, also because of the Survey Corps tradition. The entire systen behind anomalies needs to be overhauled imo (ok, thats a big change)

Wouldn't this be fixed with the small change of star charts giving you only Medium level of intel? You'd learn what planets and space monsters are in the system, but no survey data. That could be added as its own diplomatic option.

- Unrest is much too tame. You need to intentionally play badly to have any unrest problem and even then they are easy to handle. That makes empires, no matter the size, very stable even when you are a conquering slaver.

I think the big problem here is that armies give a flat -10 to unrest, so it's utterly trivial just to queue up a bunch of dirt-cheap defense armies and be done with it. You can even recruit them from the enraged population you just conquered, and they work just as well. Maybe additional armies could give a decreasing amount of unrest reduction, so they'd be useful at reducing it significantly, and crushing revolts, but wouldn't be the current "I win" button.

Also, currently the player always takes Harmony sooner than later, and that really cuts down on unrest (directly and through increased happiness), but more traditions are needed anyway.
 
Very interesting. This would be my personal priority orden:
  1. Deeper Federations that start out as loose alliances and can eventually be turned into single states through diplomatic manuevering.
  2. A 'galactic community' with interstellar politics and a 'space UN'.
  3. Superweapons and planet killers.
  4. Reworking the endgame crises to be more balanced against each other and the size/state of the galaxy.
  5. More interesting mechanics for pre-FTL civilizations.
  6. More story events and reactive narratives that give a sense of an unfolding story as you play.
  7. Reworks to war to address the 'doomstacks' issue and make the strategic and tactical layers of warfare more interesting and less micro-intensive.
  8. Deeper mechanics and unique portraits for synthetics.
  9. Buildable Dreadnoughts and Titans.
All these are very cool features. And I believe they will complete the game greatly.
 
Two questions

1. Is there scope for espionage and saboteurs?

2. Specifically on Adams - will there be more clothing options available for leaders, along with the ability to set which leader types get what kind of clothing options? (Off the top of my head, say I wanted all humans to wear the scientist outfit, including my generals and admirals)